Resource.LoadAsync() doesn’t seem to work in Unity 5 but using the same files, Resources.Load() does.
var request = Resources.LoadAsync("Audio/"+n);
while (!request.isDone){
Debug.Log("LOAD ASYNC: " + request.progress +" Audio/"+n);
yield;
}
var audioClipLoaded = request.asset as AudioClip;
audioClipLoaded is null when using LoadAsync but it’s ok when using Load().
Why?